Very good implementation of a tank class isn't it?
It is very fun to rely on the team AND rng. right mate?

Guess what? If you are playing another tank class you also have to rely on your teammates to assist you fighting the potential enemies in your flank/lane/area of map.

The only difference is that because you are taking actual risks with other tank classes other than arty, it leads to more consistent results.

If you get a team where it is completely brain dead and there is a high likelihood to lose(again, happens with any class), the following will happen if you are able to prepare for what will happen:

ARTY:

You will try to relocate, rendering yourself useless until you find a spot to get back to point&clicking, by the time that this has happened your remaining teammates will be at lower health or dead already, leading you to die and lose the game.

AN ACTUAL TANK:

You will try to find a place to assist your remaining teamates and/or to dig in to try to change the dire situation. Depending on how much better of a player you are and how you can make the most of the situation this will lead you to a win.

Look, I don't think that arty is overpowered. I think it is completely broken.. It does not work properly, it severs the gameflow by putting more RNG on top of it(as if there isn't enough).

"Usually the good lord works in mysterious ways.. But not today! This here is 66 tons of straight up HE spewing DIVINE INTERVENTION!"

That's primarily why I stopped playing artillery, not through any mechanic of the class itself.

If teams utilised friendly arty properly - don't call fire on the first light tank you see, take forward defensive positions, hold enemy tanks in vulnerable positions, flush out those who aren't, but above all, COMMUNICATE - then artillery would be appreciated a lot more. It's powerful enough to win a game but not on its own, and when part of a good team it's fun.

What % per tier/game is arty? What Is their contribution per game? Kills/dmg/XP?

Are they dominating games when they are present, or just contributing like other vehicles, with varied results, like other vehicles?

I have changes I would like to see made on a case by case basis but without knowing how much of an influence they actually have on the game as a whole any suggested changes are ultimately uninformed speculation on my part.

Very good implementation of a tank class isn't it?
It is very fun to rely on the team AND rng. right mate?

Guess what? If you are playing another tank class you also have to rely on your teammates to assist you fighting the potential enemies in your flank/lane/area of map.

The only difference is that because you are taking actual risks with other tank classes other than arty, it leads to more consistent results.

If you get a team where it is completely brain dead and there is a high likelihood to lose(again, happens with any class), the following will happen if you are able to prepare for what will happen:

ARTY:

You will try to relocate, rendering yourself useless until you find a spot to get back to point&clicking, by the time that this has happened your remaining teammates will be at lower health or dead already, leading you to die and lose the game.

AN ACTUAL TANK:

You will try to find a place to assist your remaining teamates and/or to dig in to try to change the dire situation. Depending on how much better of a player you are and how you can make the most of the situation this will lead you to a win.

Look, I don't think that arty is overpowered. I think it is completely broken.. It does not work properly, it severs the gameflow by putting more RNG on top of it(as if there isn't enough).

Actual tank.

Your flank collapsed, you just got hit for track damage and an enemy TD is seconds from firing from you and the nearest help from a friendly is on the other side of the map. Minute travel time at least.

Help from your friendly neighborhood arty, just seconds away, killing that TD before it had a chance to finish you off.

Equality is a myth.

In order to ensure rights for one, you must destroy rights of another.

What % per tier/game is arty? What Is their contribution per game? Kills/dmg/XP?

Are they dominating games when they are present, or just contributing like other vehicles, with varied results, like other vehicles?

I have changes I would like to see made on a case by case basis but without knowing how much of an influence they actually have on the game as a whole any suggested changes are ultimately uninformed speculation on my part.

Here's the problem and it is not artillery. People become really good at certain skill sets: how to play a heavy, medium, or TD. Artillery disrupts that. Another heavy, medium or TD needed line of sight to kill you, disrupting your game but artillery troubles you because you can't guarantee being protected against. Complaints ensue.

What % per tier/game is arty? What Is their contribution per game? Kills/dmg/XP?

Are they dominating games when they are present, or just contributing like other vehicles, with varied results, like other vehicles?

I have changes I would like to see made on a case by case basis but without knowing how much of an influence they actually have on the game as a whole any suggested changes are ultimately uninformed speculation on my part.

Your flank collapsed, you just got hit for track damage and an enemy TD is seconds from firing from you and the nearest help from a friendly is on the other side of the map. Minute travel time at least.

Help from your friendly neighborhood arty, just seconds away, killing that TD before it had a chance to finish you off.

Hahaha support from friendly arty.
The only way to witness support from friendly arty is if there is a tank on low health when the game score is at around 14-3 mark.

"Usually the good lord works in mysterious ways.. But not today! This here is 66 tons of straight up HE spewing DIVINE INTERVENTION!"

Your flank collapsed, you just got hit for track damage and an enemy TD is seconds from firing from you and the nearest help from a friendly is on the other side of the map. Minute travel time at least.

Help from your friendly neighborhood arty, just seconds away, killing that TD before it had a chance to finish you off.

Just let it go.. You can't argue with the ignorant and obviously this has only fallen on deaf ears with this person, Ruthless. Some people just want easy mode World of Tank destroyers, let them fantasize about that.

"you know the grille is bigger, slower, less armour, doesn't have a turret, it's only good feature is its gun" - A Dapper Kiwi, comparing the Grille 15 and WT E100.

Hahaha support from friendly arty.
The only way to witness support from friendly arty is if there is a tank on low health when the game score is at around 14-3 mark.

Incorrect. I just finished a match where I hurt an E4 near the beginning, one tank on each side dead, and then killed him when the score was 2 to 2. He was about to kill a teammate. This was on Red Shire. I support the team I am on, regardless of what vehicle I use. We had better teamwork, therefore we won.

Just let it go.. You can't argue with the ignorant and obviously this has only fallen on deaf ears with this person, Ruthless. Some people just want easy mode World of Tank destroyers, let them fantasize about that.

I believe he only plays mediums for the most part. He and many like him want games where we can use the entirety of the maps without getting shot from some random plebian miles away at no risk. I find it funny you say easy mode and you are always harping on about your 'skill cannon' and t29. Arty is easy mode. Don't kid yourself.

'Arty safe' is an oxymoron. Balance does not exist at tier 10. WN8 3146

I believe he only plays mediums for the most part. He and many like him want games where we can use the entirety of the maps without getting shot from some random plebian miles away at no risk. I find it funny you say easy mode and you are always harping on about your 'skill cannon' and t29. Arty is easy mode. Don't kid yourself.

Tank destroyers are a whole lot easier to play then artillery. Artillery kills hit ratio and win rate and is nearly impossible to carry in if your team is a bunch of potatoes. It's not a coincidence that almost all my mastery badges, radley's, top guns, high caliber, sniper and various other awards are from tank destroyers. They are easy mode. Artillery requires a lot more patience, map knowledge/terrain and target prioritization to do good in rather then sit behind a bush and "click" whatever lights up because you have fast enough reloads and high Penetration and accurate guns for the most part.

"you know the grille is bigger, slower, less armour, doesn't have a turret, it's only good feature is its gun" - A Dapper Kiwi, comparing the Grille 15 and WT E100.

Artillery requires a lot more patience, map knowledge/terrain and target prioritization to do good in rather then sit behind a bush and "click" whatever lights up because you have fast enough reloads and high Penetration and accurate guns for the most part.

I agree bush camping TD's are simple to play. But their area of influence is significantly less. You glorify the skill it takes to play artillery to ridiculous levels. Quite frankly it's hilarious.

'Arty safe' is an oxymoron. Balance does not exist at tier 10. WN8 3146